TGB/MiniTutorials/BallPhysics
From TDN
| Basic Ball Physics Templates | |
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Description: This sample resource will give you config datablocks outlining the physics properties of several ball types. |
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NOTE: Though it may sound very wierd, if you run into problems with the collision between the ball and the pin, increase the mass of the floor.
datablock t2dSceneObjectDatablock( BounceBall )
{
Class = "BounceBall";
Size = "3 3";
CollisionMaxIterations = "2";
CollisionActiveSend = "true";
CollisionActiveReceive = "true";
CollisionPhysicsReceive = "false";
CollisionDetectionMode = "CIRCLE";
CollisionResponseMode = "RIGID";
CollisionCircleSuperscribed = "false"; //For circle collisions
CollisionPolyScale = "0.9 1";
ConstantForce = "0 120";
ConstantForceGravitic = "true";
AutoMassInertia = "true";
Density = "0.003";
Friction = "0.3";
Restitution = "0.8";
};
datablock t2dSceneObjectDatablock( BowlingBall )
{
Class = "BowlingBall";
Size = "10 10";
CollisionMaxIterations = "2";
CollisionActiveSend = "true";
CollisionActiveReceive = "true";
CollisionDetectionMode = "CIRCLE";
CollisionResponseMode = "RIGID";
CollisionCircleSuperscribed = "false"; //For circle collisions
CollisionPolyScale = "0.9 1";
ConstantForce = "0 160";
ConstantForceGravitic = "true";
AutoMassInertia = "true";
Density = "0.035";
Friction = "0.3";
Restitution = "1.0";
};
datablock t2dSceneObjectDatablock( BowlingPin )
{
Class = "BowlingPin";
Size = "6.5 15.9";
CollisionActiveSend = "true";
CollisionActiveReceive = "true";
CollisionPhysicsSend = "true";
CollisionPhysicsReceive = "true";
CollisionDetectionMode = "POLYGON";
CollisionResponseMode = "RIGID";
CollisionPolyList = "-0.948 0.494 -0.531 -0.847 0.0104 -0.962 0.479 -0.843 0.938 0.455 0.708 0.953 -0.0104 0.974 -0.646 0.923";
ConstantForce = "0 120";
ConstantForceGravitic = "true";
AutoMassInertia = "true";
Density = "0.04";
Friction = "0.075";
Restitution = "0.6";
};
datablock t2dSceneObjectDatablock( FloorandWalls )
{
CollisionActiveReceive = "true";
CollisionPhysicsSend = "false";
CollisionResponseMode = "RIGID";
Immovable = "true";
};
datablock t2dSceneObjectDatablock( TennisBall )
{
Class = "TennisBall";
Size = "4.5 4.5";
CollisionActiveSend = "true";
CollisionActiveReceive = "true";
CollisionPhysicsReceive = "false";
CollisionDetectionMode = "CIRCLE";
CollisionResponseMode = "RIGID";
CollisionCircleSuperscribed = "false"; //For circle collisions
CollisionPolyScale = "0.9 1";
ConstantForce = "0 120";
ConstantForceGravitic = "true";
AutoMassInertia = "true";
Density = "0.005";
Restitution = "0.8";
};
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